The Rim and the Hammer (Exalted/Warhammer Quest)

[] Name a diplomat from among the Existing Council: By far the simplest way to deal with the matter the person will simply add to their existence duties and retain their voting privileges
-[] Write in who
DC Automatic;
Reward: Diplomacy Advisor +1 Action
Cost: None
If we put Flute on the job, will we have to do the same thing again next turn, or can we put a new Intrigue-guy on the council without upsetting our fellow councillors?
 
[X] Plan: All seeing eye of industry
Martial:
[X] Patrolling:
With your maps now worth less than the paper they are made of it falls to the Wyldguard to fly out and make new ones, bold of wings are the scouts and perilous is their path. Specify which direction the scouts should fly in.
-[X] East into the deep pine woods whence the sound of strange drums at times rings
[X] Restoring the herds: The hardy northern goats were not only a source of meat and milk for Sezekan, but also of meat and milk. Now those herds are lost, but the scouts have seen goats among the encircling peaks.
[X] Bring out the War Machines: Over the years the Voices who have come before you have put into storage many large scale weapons unsuited to the task of protecting Sazakan, either because the creatures of the Wyld made poor targets for them or because the Expenditure of Essence would draw too many eyes. The time has come to return them to service

Diplomacy:
[X] Name a diplomat from among the Existing Council:
By far the simplest way to deal with the matter the person will simply add to their existence duties and retain their voting privileges
-[X] Sigh of the Flutes through the Willow Branches
[X] Shape of the World:
Find out more about Skorlmling society, culture and religion

Stewardship:
[X] An accounting of the Cerulean Lute:
People especially relic finders are not going to enjoy it when you ask them to show you all their 'loot' as Cunning Sage of Serendipity put it, but a good accounting of what you have could be vital to seeing what you can fix
[X] Waterworks improvement: It has been half a century since the last time the city's ever degrading water management systems have been repaired, but between the large number of Exalted you have available and the ability to call forth elementals you are quite sure you can do more than simply patch it up. Entire apartment blocks could be reconnected, not to mention the possibility of using the old water works to connect the Essence engines of the city to more simple but still serviceable technology, mills and forges alike
[X] Fire up the forges: For a long time you have had far more capacity for forge weapons and tools than you did hands to use them, odds are the locals would be more than happy to buy weapons off you, if you are willing to become a supplier of weapons in their wars and raids

Piety:
[X] Converse with the gods of the Mountains:
Nearest to Sazakan and likely the most mighty of the gods of the nearby realm the mountain gods are also likely to be the most perturbed by what has gone on. Mountains do not like it when other mountains move
[X] Question the Locals about their faith: The magic of the shaman was strange and troubling beyond any charm and spell you have ever seen, you would learn more of the locals half-Wyld faith

Intrigue:
[X] Willing spies:
Given that Bron was inclined to sell his soul to you odds are he would sell his ears and voice for less. Easier to spy on the wingless when one is wingless also
[X] Petty spirits of the air: Little Flute has always had a gift for conversing with and gaining the confidence of the lest elemental spirits, perhaps in another life he would have been a sorcerer, in this one he is a whisperer whose voice carries far. From small spirits great things may be heard

Learning:
[X] Dragon Armor Survey:
The Armor of the Immaculate Dragons is a precious and potent armor of the First Age... it is also of no use in pieces. Yet in spite of that fact many Dragonblooded keep those pieces as mementos, not to mention that certain suite were kept by the descendants of Azure Dragons who never took their second breath. There might even be intact armors out there... though you doubt it
[X] A Study of Taint: the locals claim the taint is particularly strong turning the night when the false-Luna is full, though they are so poor at astrology that they cannot even predict that. Still patience can make up for a lack of data. Stake out some beasts for a longer period of time under observation and see what happens
[X] Ship of the Air: Well alright more of a boat but the Fast Courier Excellent Air Boat has the potential to solve one of the most pervasive limitations of your military, which is only being able to carry what they can take on their backs into the air [Shae Project]
Really, the plan here is to mostly gather information and mobilize what resources we can with lower DC to give immediate boost.
 
Last edited:
[] Restoring the herds: The hardy northern goats were not only a source of meat and milk for Sezekan, but also of meat and milk.
Those goats were worth DOUBLE MEAT and DOUBLE MILK.

[] Raise more Militia: Though the present militia already outnumber the Wyldguard more are needed to meet the challenges of this new land to know how to defend their home
DC 33
Reward: Raise 500 more Militia
Cost 30 Wealth
Does this have a negative economic effect, since we're mobilizing an extra 8% of the population for combat when they were presumably doing something more useful for non-stabbing purposes before? Or is that all covered by the 30 Wealth and we just shouldn't worry about it?

[] Fire up the forges: For a long time you have had far more capacity for forge weapons and tools than you did hands to use them, odds are the locals would be more than happy to buy weapons off you, if you are willing to become a supplier of weapons in their wars and raids
DC: Automatic
Reward: Tools and Weapons as Trade Good
Cost: 50 Wealth
Are we working off a stockpile of metal for this action, do we have a functioning mine that would be used to keep our forges supplied, or would we be trading for ore that the Norscans are mining in order to produce finished goods?

[] Dragon Armor Survey: The Armor of the Immaculate Dragons is a precious and potent armor of the First Age... it is also of no use in pieces. Yet in spite of that fact many Dragonblooded keep those pieces as mementos, not to mention that certain suite were kept by the descendants of Azure Dragons who never took their second breath. There might even be intact armors out there... though you doubt it
DC: 35
Reward: An accurate accounting of all the power armor in the city, no functional though it might be
Cost: 50 Wealth
It really says something about how possessive, defensive, and reluctant to talk our people are that just getting accurate survey results from them takes literally half the nation's annual tax revenue.
 
Those goats were worth DOUBLE MEAT and DOUBLE MILK.


Does this have a negative economic effect, since we're mobilizing an extra 8% of the population for combat when they were presumably doing something more useful for non-stabbing purposes before? Or is that all covered by the 30 Wealth and we just shouldn't worry about it?


Are we working off a stockpile of metal for this action, do we have a functioning mine that would be used to keep our forges supplied, or would we be trading for ore that the Norscans are mining in order to produce finished goods?


It really says something about how possessive, defensive, and reluctant to talk our people are that just getting accurate survey results from them takes literally half the nation's annual tax revenue.
  1. Fixed the goats
  2. It would if you called up the militia, this is just giving them basic training and letting them get on with their lives
  3. You do not have a mine, but you do have a giant city-ruin with a lot of mental in it
  4. Those are literally their sacred heirlooms so yeah
 
I notice there are no Geomantic Survey actions. Also, would trying to contact the local Elemental Courts to set up a Cselenite pact be Diplomacy, Piety or Learning?
 
We need to sort our food situation, working of mapping the area, talking to the locals to open gather information from their perspective. While investigating the area with our own methods. Also working on an minor enchanting workshop to start improving our forces, and planting spy's to be forewarned of foes. Hunting for offering to use with dealing with the mountain and forest gods next turn.

[x] Plan building a food foundation, and information gathering.
-[x] Martial: Choose 3 Actions
--[x] Patrolling: South
--[x] Restoring the herds
--[x] Hunt for Offerings:
-[x] Diplomacy: Choose Two:
--[x] Name a diplomat from among the Existing Council: Sigh of the Flutes through the Willow Branches
--[x] Shape of the World
-[x] Stewardship: Choose 3 Actions
--[x] Terrace Farm Planning
--[x] Waterworks improvement
--[x] Plant Healing Herbs
-[x] Piety: Choose Two Actions
--[x] Seek out the City God
--[x] Question the Locals about their faith
-[x] Intrigue: Choose Two Actions
--[x] Willing spies
--[x] Petty spirits of the air
-[x] Learning: Choose Three Actions
--[x] Ship of the Air
--[x] A Study of Taint
--[x] Enchanting workshop
 
Last edited:
You can only keep around 28 elementals around at a time, their is no room for spares. Unlike demons where you can have over 200+ easy.
Unless you have a Cselenite Pact, summon a group leader or just have an elemental that thinks hanging out in a well defended city is nice enough to not be worth the schlep back home since they don't get to teleport back. And I feel like "figure out what the fuck is going on" isn't a "send the spares" priority. Monitoring the local geomancy in Creation is irrelevant now so they might as well do something useful.
 
Unless you have a Cselenite Pact, summon a group leader or just have an elemental that thinks hanging out in a well defended city is nice enough to not be worth the schlep back home since they don't get to teleport back. And I feel like "figure out what the fuck is going on" isn't a "send the spares" priority. Monitoring the local geomancy in Creation is irrelevant now so they might as well do something useful.
Cselenite pacts require resources to pay, and history and time to establish. Cselenite pacts are for nations, not for every random sorcerer off the street.
 
Cselenite pacts require resources to pay, and history and time to establish. Cselenite pacts are for nations, not for every random sorcerer off the street.
We run a nation with more than enough resources for the cost benefit to work out in our nations favor. And not that much history and time. The Principality of Shores set one up within a couple years.
 
Our food requirement is like 70. instead of starting agriculture now, probably better to do other things first.
 
Our food requirement is like 70. instead of starting agriculture now, probably better to do other things first.
70 is a lot out of 200. We basically have at most 5 turns to sort out our food. And large scale infrastructure needs to be hit now before enemies star stirring up trouble. As always our biggest problem is our low population. Enlighten ones Essence or training to a thamaturge both take years.
 
70 is a lot out of 200. We basically have at most 5 turns to sort out our food. And large scale infrastructure needs to be hit now before enemies star stirring up trouble. As always our biggest problem is our low population. Enlighten ones Essence or training to a thamaturge both take years.
yeah, 1 action over several turns would see to that. exactly because of small population. No need to rush into making farms if there are no weapons to defend them.
 
Back
Top